2 float4 pos : SV_Position;
3 float2 clip0 : SV_ClipDistance0; // clip0 and clip1 form an array of float[4] externally.
4 float2 clip1 : SV_ClipDistance1;
8 void main(triangle in float4 pos[3] : SV_Position,
9 triangle in uint VertexID[3] : VertexID,
10 inout LineStream<S> OutputStream,
11 triangle in float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float.
19 OutputStream.Append(s);